khenderson
New Member
my god, it's full of missiles
Posts: 40
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Post by khenderson on Jan 5, 2017 2:07:14 GMT
...okay, how the heck can you tell the difference between NEFP and five kilos of osmium shrapnel hitting enemy armor at 10 km/s? There doesn't seem to be any difference in the damage to armor when I set the fuse on the flak to 1 km. Or is it something with the nuke's fusing? I have the detonator on that set to 0, after all. I've always set the flak charge to a range of zero, ensuring that the nuke goes off before the flak. I assume the flak would destroy the nuke if it went off first, but I've never bothered to test that. Here's the impact of two missiles detonated at 100 m using a 95 t warhead placed behind the remote control and a 1.5 kg flak charge. Front - Back - Here's the impact of two of the same missile, also detonated at 100 m, but with the nuclear weapon replaced by a rad shield of similar dimensions and mass. Front - There was no visible damage on the other side.
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Post by amimai on Jan 5, 2017 2:32:17 GMT
ok quick guide on missile AI
unguided - self explanatory pure pursuit - point directly at target (useful for NEFP) Deviated pursuit - point at right angle to target (for intermediate phase course adjustment NOT NEFP) Pnav/APnav - adjusts missile angle so that the target is always in the same position relative to missile vector
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